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515011237Analyzed
4v4 RM · 16d ago on Oct 20, 2026· 6m 58s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇩🇪 Japanese · Germany
1041
+14
🇵🇱 Britons · Poland
991
+16
🇩🇪 Magyars · Germany
969
+49
🇹🇷 Portuguese · Türkiye
954
+17
vs
🇨🇳 Slavs · China
1027
-19
🇨🇳 Franks · China
1024
-17
🇵🇰 Teutons · Pakistan
945
-14
🇮🇪 Huns · Ireland
941
-14
Player eAPM Actions Feudal Castle Imperial Opening
58 402 — — —
54 380 — — —
40 277 — — —
40 280 — — —
31 215 — — —
29 200 — — —
20 143 — — —
2 12 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,850 250 0 0 2,100 2,253
1,450 275 50 0 1,775 1,668
1,000 455 0 0 1,455 1,702
950 100 0 0 1,050 1,537
750 250 0 0 1,000 1,302
750 200 0 0 950 1,430
650 175 0 0 825 1,160
400 75 0 0 475 200
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number.Age times are when the player reached the age (hover for the click that started it).Openings are inferred from early production and building placement, and are omitted when unclear.The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled.Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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